| Post/Author/DateTime | Post |
|---|---|
| #1hairyscotsman2Oct 19, 2011 7:14:22 | Tigone Large natural beast Level 6 Soldier XP 250 HP 73; Bloodied 36 Initiative +9 AC 22, Fortitude 19, Reflex 19, Will 18 Perception+11 Speed 8, climb 4 Low-light vision Traits Enhanced Senses +5 to detect hidden and invisible creatures Charging Pounce The tigone is not limited to taking only free actions immediately after a charge. Standard Actions Bite At-Will Attack: Melee 1 (one creature); +11 vs. AC. Hit: 2d6 + 5 damage, or 3d6 + 5 if the attack was part of a charge. Scare the Prey (encounter) [Keywords: Fear, Psychic] Attack: Close blast 5; +9 vs Will. (All creatures in the blast) Hit: 2d4+2 psychic damage, and the target is dazed (save ends). Skills Acrobatics +12, Athletics +12, Stealth +12 Str 18 (+7) Dex 19 (+7) Wis 16 (+6) Con 17 (+6) Int 4 (0) Cha 10 (+3) Alignment Unaligned Languages - |
| #2hairyscotsman2Oct 19, 2011 7:21:01 | Tigones are large, feline creatures with black/yellow-brown vertical stripes. They have developed psionic powers to enhance their senses and disable their prey. They hunt in packs. They are native to the the ringing mountain region and do not survive well in deserts. They are highly prized by arena masters. Halflings have been known to raise tigones from birth as hunting animals. Tactics: Tigones will try and spread out to avoid hitting other pack members in their blasts. They avoid targetting each other. They use their blast initially on as many enemies as possible to try and daze as many as possible between them in the 1st round. They'll only reserve the blast if all accessible targets are dazed before their turn. |
| #3hairyscotsman2Oct 19, 2011 20:15:08 | I used 6 of these on my 7th level players tonight. Had the party fighter down to 9hp with their 2nd wind used and both main heals of the leader used when the party was not using any dailies. |
| #4AlphastreamOct 20, 2011 10:26:47 | I like! Did the blast play well, or did you have to be careful to keep the daze from frustrating players too much? (Some players can really get down if there are six creatures that can daze). |
| #5hairyscotsman2Oct 25, 2011 3:03:44 | I like! Did the blast play well, or did you have to be careful to keep the daze from frustrating players too much? (Some players can really get down if there are six creatures that can daze). The blast shouldn't be too much of an issue. Because they use it as a group at the beginning, it's just an initial salvo of effect which the party then breaks out of on subsequent rounds. Also, because they are Soldiers, they just go into melee mode for the rest of the encounter. Which makes being dazed less of a disadvantage than when facing Skirmishers, Artillery or Controllers. |